Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

ABSTRACT

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

RELATED APPLICATION(S)

This Patent Application is a continuation of co-pending U.S. patent application Ser. No. 15/963,970, filed Apr. 26, 2018, titled “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” which is a continuation of U.S. patent application Ser. No. 15/625,988, filed Jun. 16, 2017, titled “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” which is a continuation of U.S. patent application Ser. No. 14/992,937, filed Jan. 11, 2016, titled “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” which is a continuation of U.S. patent application Ser. No. 14/140,198, filed Dec. 24, 2013, titled “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” which is a continuation of U.S. patent application Ser. No. 13/681,242, filed Nov. 19, 2012, titled “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” which is a divisional of U.S. patent application Ser. No. 13/403,845, filed Feb. 23, 2012, titled, “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” which is a continuation of U.S. patent application Ser. No. 11/786,992, filed Apr. 12, 2007, (now U.S. Pat. No. 8,149,530), titled, “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” which claims priority under 35 U.S.C. § 119(e) of the co-owned U.S. Provisional Patent Application No. 60/791,793, filed Apr. 12, 2006, and titled “A METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING” which are also all hereby incorporated by reference in their entireties.

FIELD OF THE INVENTION

The present invention relates to the field of distributed gaming. More specifically, the present invention relates to the field of distributed gaming utilizing a mobile device.

BACKGROUND OF THE INVENTION

In the United States alone there are over 170 million registered cellular phones. With the expiration of the U.S. Pat. No. 4,592,546 to Fascenda and Lockton, companies are able to now use the cellular phone and other mobile communication devices utilizing a multicast network to control television viewers in games of skill based upon predicting, for example, what the quarterback may call on the next play within a football game. Both prime time and programs syndicated on a market-by-market basis lend themselves to games of skill. In addition, games of skill with a common start time can be conducted simultaneously among cellular phone owners, based on classic card, dice, trivia, and other games. In order to avoid the anti-gaming laws in the various states, the winners must be determined by the relative skill, experience and practice of the player in each discrete game.

U.S. Pat. No. 5,813,913 ('913) to Berner and Lockton provides for a central computing system which includes a means of grouping participants having similar skill levels together in simultaneous, but separate, levels of competition playing an identical game. The relative performances are communicated to only those participants competing at the same skill level. The '913 patent also provides for a wireless receiving device to permanently store the specific skill level for each participant for each type of common event such as those based on televised sports or game shows. The '913 patent provides for a telephonic link at the completion of the game to collect information and update the skill level of the participants of a particular game. When a person achieves sufficient points or meets other objective criteria to graduate into another skill level, a method is provided for accomplishing this in the central computer and then transmitting an alert to the participant notifying them of their promotion. The '913 patent describes awarding prizes and providing recognition for the members of each discreet skill level in a common game. All users, no matter what level they are on, receive the same number of questions and thus the possibility of earning the same number of points. Thus direct comparisons between users at different levels, although not encouraged are possible. Such comparisons between players of disparate skills can lead to user discouragement.

Games of skill and chance have an intrinsic excitement and entertainment value. Any game is greatly enhanced by a participant's ability to know how their performance compares in relation to other participants and/or to historical performance for the game throughout the contest. As with any game of skill, competition among friends, or with strangers of similar experience, or the ability at ones option, sometimes for an extra consideration, to compete in a separate team or individual contest, offers the opportunity of increased enjoyment and prizes.

Games of skill that rely on participation by watching an event on a television have potential latency issues since television signal reception is not synchronized nationwide. For example, a participant in Texas using a satellite dish network may experience a 3 second delay compared to an individual in California using a cable network. Also, there are delays between individuals attending a game live and those watching the game live on television. Furthermore, for taped programs, both those shown to viewers in time zones or those syndicated on a market-by-market basis, there are potential delay issues as experienced with the live broadcasts in addition to other possible differences in timing of the broadcasts. Therefore, to maintain user enjoyment and fairness for all participants, these delays must be neutralized.

SUMMARY OF THE INVENTION

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

In one aspect, a method of equalizing effects of latency differences in a game of skill comprises grouping participants into a set of cohorts viewing a telecast delivered by identical transmission and reception systems, determining an amount of delay for each cohort in the set of cohorts and substantially equalizing the set of cohorts through adjustment of the amount of delay. The method further comprises determining how each participant receives a television signal. How each participant receives a television signal is selected from the group consisting of an over the air broadcast, a cable system and a satellite system. The participants are grouped based on how the participants receive a television signal. The method further comprises determining if there is additional processing of a television signal in a reception location. The additional processing occurs within a participant's location selected from the group consisting of a public place, a home, an office and a bar. Since each cable system may impose different delay at their head-ends, the specific cable provider is identified. Determining the amount of delay comprises one or more of requiring the participants to answer questions related to their television system service, requiring the participants to mark on a game playing client device, a precise time that a predetermined audio or visual event is viewed on a television program, utilizing a GPS function in a cellular phone to determine a physical location of each of the participants, utilizing an employee of a game producer who is a member of each cohort in the set of cohorts to determine the amount of delay, inserting an artifact in the telecast in which the participants respond to, and establishing the amount of delay through an automated system which samples an audio or video track of a satellite, cable or over the air broadcast television signal, linked to a game server, to provide information related to a precise arrival of an underlying television picture. An average is taken when requiring participants to mark the precise time the predetermined audio or visual event is viewed on the television program. Equalizing the set of cohorts comprises at least one of time stamping the amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time where client software delays presentation of game data based on a precise time of reception of the telecast by the group.

In another aspect, a method of preventing a first set of participants at a live event from having an advantage over a second set of participants watching the live event on television comprises determining a cellular site that serves a set of cellular phones at a venue site, determining the set of cellular phones that are utilizing the cellular site of the venue site, determining a subset of cellular phones within the set of cellular phones that are located within the venue site and generating separate groups of competitions based on the subset of cellular phones within the set of cellular phones that are located within the venue site. A first group within the separate groups of competitions includes only the first set of participants and a second group within the separate groups of competitions includes only the second set of participants. An application on a server determines the cellular site, the set of cellular phones utilizing the cellular site and the subset of cellular phones located within the venue site. An application on each cellular phone within the subset of cellular phones determines if the cellular phone is located within the venue site.

In another aspect, a method of equalizing effects of latency issues with a taped television broadcast comprises storing a set of data files on a server, determining one or more start times and transmitting the set of files from the server to each mobile device at a transmission time corresponding to an appropriate start time for the mobile device. An application starts using the set of files at the one or more start times. The set of data files are game data files. Determining the one or more start times includes at least one of utilizing an employee of a game provider based on visual observation of a telecast, utilizing at least one of an audio and video recognition system with online access to the broadcast for each separate market which provides real-time tracking of the broadcast to the server, adding at least one of an audio and video event in the television broadcast which is recognizable at a starting point, designating at least one of the audio and video event in the television broadcast which is recognizable as the starting point, utilizing an audio signal, inserted within the broadcast recognizable by an audio receiver of the mobile device, and using a vertical blanking interval.

In yet another aspect, a system for equalizing effects of latency issues for a game of skill comprises a mobile device and a server coupled to the mobile device wherein the server sends a lockout signal at an appropriate time based on a measured amount of delay to prevent a user from submitting a response after they see the outcome. The mobile device is within a group of mobile devices. The server determines which group the mobile device is in. The server stores game control data and transmits the game control data to the mobile device. The game control data includes delay information for implementing the lockout signal. The server contains a location determination application for determining the location of the mobile device. The mobile device contains a location determination application for determining the location of the mobile device. Variances in delays in receiving the television signal determine delays in transmitting applicable data files within a television signal reception path

In another aspect, a device for equalizing effects of latency issues for a game of skill comprises a storage device and a set of applications contained within the storage device for sending a lockout signal at an appropriate time based on a measured amount of delay to prevent a user from submitting a response after they see the outcome. The set of applications determines which group mobile devices coupled to the device are in. The device stores game control data and transfers the game control data to mobile devices. The game control data includes delay information for implementing the lockout signal. The set of applications includes a location application for determining the location of mobile devices. The amount of delay accounts for delays within a television signal reception path.

A network of devices comprises a plurality of mobile devices and a server coupled to the mobile devices wherein the server groups the plurality of mobile devices into a set of cohorts and wherein the server sends a lockout signal at an appropriate time based on an amount of delay to prevent users from submitting a response after they see the outcome. Each cohort within the set of cohorts is based on a signal reception path. The signal reception path is selected from the group consisting of an over the air network, a cable network and a satellite network. The server stores game control data and transfers the game control data to each mobile device within the plurality of mobile devices. The game control data is specific for each cohort within the set of cohorts. The game control data includes delay information for equalizing the lockout signal. The amount of delay accounts for delays within a television signal reception path.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a flowchart of a process of preventing latency issues from giving an advantage to some participants.

FIG. 2 illustrates a flowchart of a process of preventing participants at a live event from having an unfair advantage over participants watching on television.

FIG. 3 illustrates a flowchart of a process of handling latency issues for taped programs.

FIG. 4 illustrates a graphical representation of an embodiment of the present invention.

FIG. 5 illustrates a graphical representation of a network of devices of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

U.S. Provisional Patent Application No. 60/692,356, filed Jun. 20, 2005, and entitled “SYSTEMS AND METHODOLOGIES ENABLING A CELL PHONE BASED SUBSCRIPTION SERVICE OFFERING A VARIETY OF SCHEDULED GAMES IN CONNECTION WITH LIVE TELEVISION PROGRAMMING,” is incorporated by reference herein.

The present invention addresses three separate classes of latency issues for the length of time it takes a television signal to reach a viewer in producing real-time entertainment such as games of skill synchronized with television programming. The latency issues are: 1) systemic propagation delays in the delivery of a television signal to a receiver, 2) arbitrarily imposed delays of a broadcast television signal and 3) variances in precise broadcast times of segments of taped television programs between local and national commercials, sold through syndication to individual television stations.

Systemic Propagation Delays

There are specific challenges facing a service comprised of games or other entertainment played by remote participants utilizing cellular phones or the Internet, in connection with a live or taped telecast. Examples are live baseball, basketball and football games, taped game shows such as Wheel of Fortune™ and Jeopardy™ or other television programming such as predicting the winners of the Oscars. In a game of skill, for example, fair competition necessitates that a fast paced game, based on the unfolding television action has a level playing field for all participants regardless of how they receive their television signal. Propagation delays result from, among other things, the number of satellite hops required to deliver the signal, the method of processing and rebroadcasting the signal after it is received by cable systems head ends or an over the air broadcast television station, and whether or not the signal is further processed for high definition television. Furthermore, digital television recording systems (DVRs) such as TiVo™ are also able to generate delays in the viewing of the picture after receipt via satellite or cable. These delays are able to result in a difference between the first signal received and the last received of more than several seconds.

People have an unsatisfactory experience and/or others are able to gain a potential competitive advantage from the variances in the exact time one viewer sees an event on their television versus another competitor who receives their television signal through a different delivery path. In the U.S., the 120 million television homes receive their signal either through an over the air broadcast, cable system or via satellite delivery. Each delivery system can impose propagation delays of various time lengths. If the delay between the time a viewer with the least amount of delay and the person receiving the signal with the greatest amount of delay exceeds several seconds, some inequalities in game experience and play are able to result.

One example is a game is based upon a football telecast, wherein competitors predict the play that the coaches and/or quarterback call prior to the snap of the ball. The competitor's prediction is based among other things on their observation of the down, distance and the offensive and defensive formations on the field and tendencies of the teams in these situations. Such a game utilizes a “lock out” signal, as described in the U.S. Pat. No. 4,592,546 to Fascenda, entitled “Game of Skill Playable by Remote Participants in Conjunction with a Live Event,” which is incorporated by reference herein, to prohibit the entry of predictions after the competitor sees the play begin to unfold, at the snap of the ball. The time stamped “lock out” signal is generated by a game producer also viewing the same telecast from a different location. If the game producer is viewing a television signal several seconds before some competitors and generating a time stamp based on that event, an advantage is able to result if the difference in the time stamp and the receipt of the “lock out” signal is more than several seconds earlier in relation to another competitor's television signal which is delayed. During this period of time, for example, on a first or second down situation, a competitor receives the “lock out” just as the quarterback receives the snap and the corresponding television signal at the same time as the game producer while another competitor with a delayed television signal, receives a “lock out” signal while the quarterback is approaching the line of scrimmage. In another example, if the game producer is viewing a signal after a viewer, a competitor might see the quarterback start to drop back into a “shot gun” formation, making the likelihood of a pass considerably higher. This latter player might have time to change his prediction from, “run” to “pass” before receiving a “lock out” generated at the snap of the ball. A person consistently receiving a “lock out” later than another competitor might, through the course of the game, gain some competitive advantage.

While it is not clear that sufficient enough competitive advantage is gained between a competitor receiving his “lock out” signal precisely at the snap of the ball and one who is locked out a few seconds prior to the snap of the ball, this discrepancy could present the appearance of a playing field that is not level, and one of the primary benefits of the system addressed in the present invention is to ensure the competitors feel they are on equal footing.

The present invention solves the above described issue through a system and method to effectively equalize systemic propagation delay variances to a required level dictated by the demands and rules of a particular game, so that a material competitive advantage is not obtained and the user experience is optimized for all players.

The solution first relies on the determination of how each viewer is receiving their television signal (e.g. via an over the air broadcast in a metropolitan area, via a particular cable system or a particular satellite system). All subscribers to a particular service provider or who are receiving an over the air broadcast in a specific metropolitan area will receive the signal at their location at the same time. It is also able to be determined if there is further processing of the signal within the homes, office, bar and others, which could further increase the total length of the propagation delay. Examples would be the use of a DVR, such as TiVo™. The present invention relies on a variety of methodologies which are able to be utilized to determine the time difference between the reception of the television picture being utilized by the central game production facility where “lock out” signals are generated and each separate group of viewers around the country or around the world.

For this system, the total viewing population for a telecast is divided into segments or blocks of viewers referred to as “cohorts.” For example, the 2 million inhabitants of the San Francisco Bay Area would be divided into approximately 1 over the air broadcast, 3 satellite independent providers and several cable “head ends” or central broadcast points serving a “cohort.” This information would be gathered at a central game server, and all players registered to play in a particular contest would be assigned to a specific cohort of viewers.

The following are some methodologies for determining the delays experienced by various cohorts which are able to be used in combination or separately.

In one methodology, upon joining the service and prior to initial game play, subscribers and competitors are required to identify the method by which they receive their television signal and identify the cable or satellite service provider and answer questions relative to whether or not they subscribe to an analog or digital high definition service or utilize a DVR. This information is able to be verified by sending questions to their cellular phones concerning commercials, station breaks and the precise time they are viewed or utilizing other information only seen by members of that cohort.

In another methodology, a routine is established upon entry into the game where the individual viewer is asked to mark the precise time a predetermined audio or visual event in the television program occurs, such as the initial kickoff, which would establish the deviation of their receipt of their television picture from the television signal utilized by the game producers. While some viewers might attempt to cheat by delaying their input, the earliest entries from the cohorts in this group would be averaged to establish the accurate delta between the receipt of the telecast by the production crew and those in each discrete sub group of viewers.

In another methodology, the GPS function in the cellular phone is used to determine the physical location of a viewer which is matched to a database of cable lead ends or over the air broadcast stations available to a consumer in that precise location.

In another methodology, employees of the game producer who are members of the subgroups which constitute the competitors/viewers, e.g. a subscriber to Comcast Cable in San Francisco, are utilized by the game service provider. These individuals would provide the current propagation delay information sent to the game server utilizing their identification of a recognizable event they observe on their television set, such as the initial snap of the ball.

In another methodology, audio or video artifacts or information done in cooperation with the television signal provider are inserted which must be immediately responded to by the competitor to verify the source of their television signal or monitored at cooperative viewers' television sets.

In another methodology, the various delays through an automated system linked to the game server, which continuously samples the audio or video track of the underlying satellite, cable or over the air broadcast television signals are established around the country to provide the information of the precise arrival of the underlying television picture.

Utilizing software resident in the game control server, game control data for each set of viewers/competitors of the game in progress who are receiving their television picture through the same source are batched together by the game control server, and the appropriate delay is either time stamped on the game “lock out” signals, or is imposed on the entire data stream so that competitors receiving their television information slightly behind or ahead of others gain no material competitive advantage. Another method is for the game control server to send all the game control data to all of the viewers/competitors of the game at the same time, and the client software is able to delay the presentation of the game data based on the viewers' cohort.

Utilizing these methodologies to measure the delays in each cohort, each cohort of viewers would have artificial time delays on the game control information imposed by the game control server, which would substantially equalize the receipt of “lock out” data relative to the event triggering the “lock out,” based on the underlying television programming, for example, the snap of the football. Players receiving the television signals in advance of the one with the slowest receipt of the television signal would receive “lock out” signals slightly delayed or time stamped with a slightly later time as described in U.S. Pat. No. 4,592,546. By providing a correspondingly delayed lock out to a viewer receiving their signal later, a potential advantage is mitigated.

Alternatively, this time equalization from cohort to cohort could, for example, involve artificially delaying the transmission of the game control data stream sent to all competitors cell phones or other mobile devices by the appropriate amount of seconds, to sufficiently minimize the advantage a player with a few more seconds of television based information would have. For example, by time stamping the “lock out” signal at an earlier event, such as when the team breaks from the huddle, the chance of some cohorts seeing the actual beginning of the play is eliminated and the discrepancy in propagation delay provides little or no advantage.

FIG. 1 illustrates a flowchart of a process of preventing latency issues from giving an advantage to some participants. In the step 100, it is determined how each viewer receives a television signal, where possibilities include an over the air broadcast, a particular cable system or a particular satellite system. In the step 102, it is determined if there is additional processing of the television signal when after the signal enters a viewer/participant's house, office, bar or other location from an item such as a DVR. In the step 104, the viewers/participants are grouped into groups also referred to as cohorts. In the step 106, a delay amount is determined for each group. The delay amount is able to be determined by the one or more methods as described above. In the step 108, the viewers/participants are equalized. The methods of equalization vary, but some examples include time stamping on the game “lock out” signals, imposing a time stamp on the entire data stream so that competitors receiving their television information is slightly behind or ahead of others gain no material competitive advantage. Another method is for the game control server to send all the game control data to all of the viewers/participants of the game at the same time, and the client software is able to delay the presentation of the game data based on the viewers' group.

Arbitrarily Imposed Delays on the Broadcast of the Signal and the Physically Present Competitor

As a result of the Janet Jackson half time show episode at the 2004 Super Bowl, some networks have announced their intentions to impose up to a 7 second delay on telecasts of live sporting events. More recently an obscenity uttered by a competitor at the conclusion of a live NASCAR race has resulted in another network announcing it may impose a 5-7 second delay on future broadcasts of NASCAR races. These arbitrarily imposed delays are a significantly longer duration than those resulting from the above described propagation delays of the broadcast television or cellular network control information.

A distinct advantage is able to arise for a game player who is physically present at an event being televised which is the basis of a contest of skill in the home, or other location, separate from the live game venue. This is because in certain instances they will receive “lock out” signals generated for competitors among the television viewing audience, particularly if the game producer is not physically present at the venue, but producing by viewing a telecast. This discrepancy would permit prediction entry as much as 7 seconds later than those watching an artificially delayed television picture. This magnitude of delay can result in a significant competitive advantage for the game player who is physically present. For example, a soccer or hockey contest of skill might contain an element where a competitor is given a limited number of opportunities to predict if there will be a “shot on goal” within the next 5 seconds. The 5 second advantage to the competitor physically present would be significant, because the receipt of a lockout signal generated for the huge television audience could occur after a shot had occurred.

In a contest based on a football game, a competitor present at the stadium would receive their “lock out” signals after the play was underway and could often determine whether the play was a pass or a run prior to receipt of the lockout signal. It is also likely that other live televised events such as The Oscars, Grammy's, beauty contests and other television programming that can support games of skill would impose delays on the telecast for the same or different reasons, also providing the opportunity for a competitive advantage for those who are attending the event in person.

The cellular telephone system currently has methodologies to determine a user's physical location. The 911 emergency laws mandate the cellular systems to have the capability of determining the location of a 911 emergency caller within 150 feet. More sophisticated approaches combine cellular site location technology with geosynchronous positioning satellite capabilities. Companies like Qualcomm™ have implemented various location technologies such as Snaptrack, SnapSmart and Snapcore, which provide a cellular phone's physical location within a matter of yards.

For each televised live event, the physical venue for this event would be known by the organizer of a game of skill in advance. Therefore, it is possible to determine for each contest of skill the specific cellular sites which will serve cellular phone owners physically present at that venue. A methodology is employed to identify all of the cellular phones logging into the game server registering to play the game of skill which are co-located within cellular sites servicing the stadium or auditorium where the televised live event is taking place. The present invention is also able to involve a communication methodology between the cellular carrier and the game control computer software contained in the game application resident on a game competitor's phone, which would identify the cellular phone physically in the stadium.

Before the start of the contest of skill, the system informs the central computer of the game selected to be played by each competitor, for example, the San Francisco 49ers versus the New York Giants. The central game control server's software would hold current information on the physical location of the stadium of each game, for example, Candlestick Park in South San Francisco, and the cellular sites covering this location. The software resident on the cellular phone or on the server then identifies the phone as one located physically at the telecast game's venue.

To ensure that potential competitors at the live venue are able to also compete in a contest of skill, the central game server will separate the scoring data and game control data for competitors using these cellular phones in this specific location from the general pool of competitors who are not so located, but watching the game via television. A separate contest is then generated and scored for those competitors who have the advantage of viewing the event live, and a separate prize pool is awarded. This separate game would be produced though the observation of the actual game physically at the venue or through the operation of a non-delayed satellite feed.

If it is ultimately determined that certain groups of television viewers, as opposed to live event attendees, who are competitors in these games of skill are gaining sufficient enough competitive advantage, segregating those players at the extreme ends of the propagation delays, into two or more separate contests with separate sets of prizes, may also be employed as described above. For example, separate contests for satellite viewers versus cable and over the air viewers are able to be generated.

FIG. 2 illustrates a flowchart of a process of preventing participants at a live event from having an unfair advantage over participants watching on television. In the step 200, a cellular site that serves cellular phones at a venue site is determined for each contest of skill. For example, if a game of skill is played for a game between the San Francisco 49ers and the Oakland Raiders at Candlestick Park in South San Francisco, a specific cellular site serves the cellular phones in that location. In the step 202, the cellular phones that are utilizing the cellular site of the venue site and are participating in the game of skill for that event are determined. For example, if there are 1,000 cellular phone users in Candlestick Park who register to play in a game of skill involving the 49ers and the Raiders, they are detected by the system. In the step 204, it is determined if the cellular phone is located within the venue site. The determination is made by comparing the current cellular information with information stored on a server indicating the location of each venue such as Candlestick Park. Based on the determination in the step 204, separate groups are generated in the step 206. A group is generated for users that are located at the live venue, and a group is generated for those players that are watching live on television. Therefore, the live players who do not experience any delay compete against each other, and television viewers compete with others television viewers who have a delay.

In addition to implementing the above-mentioned solutions to latency issues, additional groups are able to be generated if the delays between signal providers are not resolved. For example, all viewers with satellite television signals compete against each other, and all cable television viewers compete against each other, with no cross competition.

Taped and Syndicated Television Programs

A separate but related latency problem arises in the case of syndicated television shows, which are by necessity pre-taped. Examples are game shows like Wheel of Fortune™ and Jeopardy™. These pre-recorded television game shows are generally syndicated, meaning they are sold to a specific television station on an exclusive lease for the local television market served by the station's signal. The television stations generally air these half hour episodes at various times in “prime time access,” which is generally considered between 6-8 pm. Therefore, with 3 different time zones in the United States, the start times will differ from market to market. In addition, the precise time each commercial bracketed television show segment that is broadcast is able to vary by a few seconds based on the time each station's engineering personnel starts the show's segments after the insertion of local and national commercials. Thus, for a show like Jeopardy™, there might be over 100 separate slightly different broadcasts from a time standpoint for a single episode of Jeopardy™ on a given day. In addition, these syndicated telecasts can also experience the same propagation delays as described above.

Contests of skill on cellular phones around these syndicated telecasts are produced with the cooperation of the game show producers, and game data files are produced which are precisely time-synchronized to the final video tape of the television game show. These files must be precisely synchronized and a delay of just a few seconds could give an unfair competitive advantage to a viewer who is receiving their “lock out” signal later than another competitor in a fast paced game like Jeopardy™. The game data files must be synchronized with the television show at the beginning of the program and again as the show returns to the game competition from each commercial break.

This solution addresses the separate, but related problems of synchronizing game data files with the broadcast of prerecorded and syndicated games, entertainment, reality or other television programming that is aired in different time zones at the choice of the purchasing television station. As opposed to live sporting events, the game production for this genre of programming is not done live through real-time observation of the unfolding telecast but is produced in advance with the cooperation of the show producer as a time synchronized file utilizing the final edited for broadcast, television program.

In general, the game data files are divided into separate “segments” which comprise the entire television program and aired between the insertion of national, regional and local advertising. As the television program returns from the opening commercials, the initial game or entertainment segment is launched by the game producer, synchronized to the playing of the television tape, and the data files for this segment would end with the first commercial break. The other game “chapters” are resynchronized as each segment of the telecast resumes from commercial break. The local telecasts might have variations of anywhere from 1 to 5 seconds, or more, resulting from the use of different commercials by different stations, and the variances in the local production by the engineering management of the syndicated telecasts.

This invention protects a system which first determines all of the separate and unique television markets where the cellular phone service will be offered in connection with a syndicated, taped version of an underlying television program, for example, Jeopardy™. Network broadcasts usually air in three separate time zones. This information is available from the shows syndicator, for example, Jeopardy™, the syndicator King World™ or Sony™, the show's licensor. This information is also publicly available through the various television guides. The game production servers hold the pre-produced game data files to be broadcast to the cellular phones of the participating subscribers, containing, for example, the correct answers and possibly some intentionally wrong multiple choice answers in the case of Jeopardy™ or other multiple choice based game shows. The server begins the broadcast of its time synchronized files for each discrete telecast of a single television program at a precise start point for each “segment” or chapter. With knowledge of the precise timing of the discrete segments of the broadcast, for each separate syndicated market, the server transmits the pre-recorded files in most cases, at a slightly separate and different time to each viewer who is viewing the telecast in a particular market via a particular broadcast, satellite or cable signal.

The precise start times of the beginning episode of a game show and the start times of the other segments, beginning as the show resumes after a national and local commercial are delivered to the server through various methodologies.

One methodology requires the cooperation of an employee of the game provider based on visual observation of the telecast for that market, utilizing a personal computer and the Internet, or by utilizing their local cellular phone, all coupled to the game server.

Another methodology includes utilizing an audio or video recognition system with online access to the broadcast of the underlying television program for each separate market which provides real-time tracking of the television broadcast to the game control server, ensuring the game data file is able to be precisely synchronized to the television picture. Information is also able to be inserted in a Vertical Banking Interval (VBI) of the taped syndicated show and tracked online in real time by the game control server. For remote telecasts and online connection from a remote device, reading data embedded in the VBI via a high speed connection to the central game server is utilized. Utilizing some of the procedures outlined above, the propagation delays in the receipt of the cellular transmissions are also monitored and the game server adjusts the data files containing the “lock outs” to accommodate the systemic delay in the delivery of the game data on the cellular networks.

Another methodology, with the cooperation of the producers of game shows, precise audio or video events in the telecast could either be added to the video, such as a visible count down, or existing events in the telecast identified by the producers as synchronization points which the competitors could utilize as start points for the previously downloaded data files at the press of an appropriate button on their cellular phone. This would trigger the launch of a program previously downloaded to the phone's RAM. Then, time synchronization would be launched.

One more methodology uses an audio signal, possibly sub-audible to humans, which is inserted into the taped audio track recognizable by the audio receiver in a cellular phone which would be utilized to start and/or continually keep the pre-produced data files resident on the cellular phone in synchronization with the telecast.

FIG. 3 illustrates a flowchart of a process of handling latency issues for taped programs. In the step 300, pre-produced game data files are stored in servers; preferably, game production servers. The game data files include information required to participate in a game such as questions and answers for a trivia game like Jeopardy™. In the step 302, start times are determined for each discrete telecast of a show. The start times are determined as described above, such as with the cooperation of a game provider employee, utilizing an audio/video recognition system, using a visible count down or a recognizable signal which is able to be recognized by a cellular phone. Other ways of determining start times are possible as well. In the step 304, the game data files are transmitted at appropriate times based on the start times for each separate market. Furthermore, if additional delays are recognized, such as those delays described above, that is able to be accounted for.

FIG. 4 illustrates a graphical representation of an embodiment of the present invention. A server 400 contains applications 402 and a storage mechanism 404. The applications 402 include an application to generate and modify game control data. The game control data is eventually transferred to users' cellular phones. If necessary the game control data is synchronized and time-stamped for each group, so that, as described previously, there are no unfair advantages for the competitors. A location application stored on the server 400 is able to determine which cellular phones are logged into the server 400 and what their location is. A grouping application is able to separate information such as scoring data and game control data into different groups. The grouping application also separates the cellular phones into groups or cohorts as described above. The storage mechanism 404 is utilized for storing the applications 402 in addition to selections and results. The storage mechanism 404 preferably includes a database for organizing the data including the selections, results, standings and groups amongst other data needed for executing the competitions. The server 400 is part of a network 406. A device 408 couples to the server 400 through the network 406. In some embodiments the network 406 includes the Internet. In some embodiments, the network 406 includes a cellular network. Also, in some embodiments, the network 406 includes both the Internet and a cellular network. The device 408 is preferably a cellular phone. In other embodiments a PDA, a computer, a laptop or any other device capable of communicating with the server 400 is possible. The device 408 stores a variety of applications 410. A game application is stored on the device 408. In some embodiments, software to identify the physical location of the device 408 is stored on the device 408. The device 408 also receives the game control data which ensures no competitors have an unfair advantage using the methodologies described above. Furthermore, the device 408 receives game data which is used to play the games. An example of game data includes Jeopardy™ multiple choice answers. Additional applications are able to be included on the server 400 and on the device 408, as necessary, for smooth operation of the games. Although some of the applications are described separately above, in some embodiments, the applications are included in one large application.

FIG. 5 illustrates a graphical representation of a network of devices of the present invention. A server 400 is coupled to many devices through a network 406. The devices are grouped into groups or cohorts as described above. For example, Group 1 of devices 500 includes a set of devices that receive a television signal through cable with a delay time of x. Group 2 of devices 502 includes a set of devices that receive a television signal through satellite with a delay time of y. Group 3 of devices 504 includes a set of devices that receive a television signal over the air with a delay time of z. Then, based on the delay times of each group, steps need to be taken to ensure these delays do not affect the ability of users to play a game of skill which corresponds to a live event shown on television. As described above, a lockout signal is sent at the appropriate time depending on the delay, or a lockout signal is sent, but included with the lockout signal is information for the lockout not to be implemented until the delay is accounted for. This ensures that users with different delays based on their television signal reception path do not receive advantages or disadvantages. Furthermore, in addition to the delays being related to the type of signal reception path such as cable versus satellite, the delays could also be related to other aspects of the signal reception path such as the location of the receiving television or the type of equipment that one television company uses versus another.

To utilize the present invention, for the most part, a participant in a game of skill playing on his/her mobile device does not have to perform any different actions when playing a standard game of skill without the present invention. The user simply plays as usual except that with the present invention, users with faster or slower connections do not receive any advantages or disadvantages. In embodiments which require user input, the user performs an action, such as recognizing an event to synchronize the game with a live or taped event. For game producers, implementing the present invention is able to be automated or performed manually. Automation includes technology to automatically determine the start of an event such as automatically detecting the start of a football game. Manual implementation requires a person to watch an event and respond to that event such as watching a football game and noting when the first play occurs in order to synchronize the “lock out” signal appropriately.

In operation, the present invention is able to synchronize separate games of skill which have different latencies based on television signal reception differences, random delays and/or other delays. For live events where all of the participants are watching the event on television and participating in a game of skill corresponding to that live event, delays related to the television signal reception differences have to be handled. Television signal reception differences occur because some televisions receive the live event signal via satellite, while others have cable and still others have something else. The signals do not arrive at the participants at the same time. Therefore, to ensure fair competition, participants are separated into groups or cohorts based on delivery system type, location and other parameters that affect the timing of the signal. Then, using a mechanism described above, the delay for each group is determined. Based on that determined delay, the game of skill is able to be configured with the appropriate timing for a lock out signal, so that each participant has the same amount of time to select an answer and also sees the same amount of the live event as others before the lock out occurs.

For games of skill where there are both participants attending the event live and watching it on television which typically has a few seconds delay, the participants are separated into different competitive groups wherein the attending participants are in one group and the television viewing participants are in another group.

For games of skill using tape recorded events like game shows, the important aspect is ensuring the game of skill corresponds with the televised recorded event. For example, if the game of skill were off by a few seconds, participants could receive multiple choice answers to the wrong questions. Therefore, the present invention ensures that the game of skill is synchronized with the taped televised event even when there are different latencies depending on how and where the television signal is being displayed.

Furthermore, although the methods of handling latency have been described above as handling a specific scenario such as delays in television signal reception, the methods are able to be used in conjunction with each other as well. For example, when participants are separated into attending and televised groups because some participants are actually attending an event while others watch it on television, for those watching it on television there will still be issues from location to location and based on the television signal reception, so the latency balancer which handles that aspect of latency is also able to be implemented.

The present invention has been described in terms of specific embodiments incorporating details to facilitate the understanding of principles of construction and operation of the invention. Such reference herein to specific embodiments and details thereof is not intended to limit the scope of the claims appended hereto. It will be readily apparent to one skilled in the art that other various modifications may be made in the embodiment chosen for illustration without departing from the spirit and scope of the invention as defined by the claims. 

What is claimed is:
 1. A game server comprising: a. a memory for storing an application for conducting one or more real-time games of skill or chance or other entertainment in connection with a televised sports event, the application configured for: i. communicating with a plurality of devices grouped into a plurality of cohorts, wherein each cohort constitutes participants in one of the real-time games of skill or chance or other entertainment; and ii. storing one or more files related to the one or more real-time games of skill or chance or other entertainment; iii. simultaneously transmitting the one or more files to each of the devices within a cohort, wherein the devices within the cohort receive a broadcast of the televised sports event with a plurality of latencies; iv. sending one or more lockout signals at one or more appropriate times based on a measured amount of delay to prevent users from submitting one or more responses to the one or more real time games of skill or chance or other entertainment; and b. a processor for processing the application.
 2. The game server as claimed in claim 1 wherein the measured amount of delay for a cohort is based on an earliest signal reception by a member of the cohort.
 3. The game server as claimed in claim 2 wherein the signal reception is selected from the group consisting of an over the air network, a cable network, a satellite network, or one or more streamed signals.
 4. The game server as claimed in claim 1 wherein the game server stores game control data and transfers the game control data to each device within the plurality of devices.
 5. The game server as claimed in claim 4 wherein the measured amount of delay is predetermined.
 6. The game server as claimed in claim 5 wherein the game control data includes delay information for equalizing the lockout signal.
 7. The game server as claimed in claim 1 wherein the measured amount of delay accounts for delays within a television signal reception path.
 8. The game server as claimed in claim 4 wherein the game control data is based on one or more real-time data feeds.
 9. The game server as claimed in claim 8 wherein the one or more real-time data feeds originate from a venue of the televised sports event.
 10. The game server as claimed in claim 1 wherein the game of skill or chance or other entertainment is synchronized with the broadcast of the televised sports event.
 11. The game server as claimed in claim 10 wherein the broadcast is delivered online.
 12. The game server as claimed in claim 10 wherein questions are displayed at precise times before, during and after the commercials or pauses in the broadcast sent to the plurality of devices in synchronization with the broadcast.
 13. The game server as claimed in claim 12 wherein an incentive is awarded for answering the questions relating to the commercials on the plurality of devices synchronized with the broadcast.
 14. The game server as claimed in claim 10 wherein existing events in the broadcast are used as synchronization points for previously downloaded data files to a mobile client.
 15. The game server as claimed in claim 10 wherein a synchronization point is a visible or audible event located within the broadcast.
 16. The game server as claimed in claim 10 wherein information is inserted in a Vertical Blanking Interval (VBI) or equivalent of the broadcast and tracked online in real-time.
 17. The game server as claimed in claim 10 wherein information is embedded in the broadcast and tracked online in real-time.
 18. The game server as claimed in claim 10 wherein synchronizing utilizes a start signal generated by a game producer.
 19. The game server as claimed in claim 10 wherein synchronizing comprises sending a signal at a predetermined time.
 20. The game server as claimed in claim 10 wherein the application is further configured for determining one or more start times of the broadcast using a signal recognizable by the plurality of devices.
 21. The game server as claimed in claim 10 wherein the application is further configured for delivering a start time of a commercial using a signal recognizable by the plurality of devices.
 22. The game server as claimed in claim 10 wherein the one or more files comprise pre-produced data files.
 23. The game server as claimed in claim 22 wherein the pre-produced data files comprise real-time entertainment.
 24. The game server as claimed in claim 22 wherein a plurality of synchronization points are used to continuously check to ensure the pre-produced data files are synchronized with the broadcast.
 25. The game server as claimed in claim 22 wherein inserted audio or video is used to continuously check to ensure the pre-produced data files are precisely synchronized on the plurality of devices with the broadcast.
 26. The game server as claimed in claim 25 wherein the inserted audio or video is used to continuously check to ensure the pre-produced data files are precisely synchronized on the plurality of devices with the broadcast.
 27. The game server as claimed in claim 25 wherein the inserted audio or video is used by the game server to continuously check to ensure the pre-produced data files are precisely synchronized on the plurality of devices with the broadcast.
 28. The game server as claimed in claim 10 wherein an artifact is inserted into the broadcast recognizable by an audio receiver in the plurality of devices which is utilized to start and continually keep the game of skill or chance or other entertainment synchronized with the broadcast.
 29. The game server as claimed in claim 10 wherein the game of skill or chance or other entertainment ends when the broadcast ends.
 30. The game server as claimed in claim 1 wherein the game server sends the game of skill or chance or other entertainment to the plurality of devices.
 31. The game server as claimed in claim 1 wherein the game of skill or chance or other entertainment is stored in a memory of the plurality of devices.
 32. The game server as claimed in claim 1 wherein the game of skill or chance or other entertainment is stored in random access memory of the plurality of devices.
 33. The game server as claimed in claim 1 wherein the plurality of devices are further for displaying the game of skill or chance or other entertainment.
 34. The game server as claimed in claim 1 wherein an earliest lockout signal required to prevent participants receiving the earliest broadcast signal on a connected device is utilized for equalizing locking out all participants receiving a broadcast later.
 35. The game server as claimed in claim 1 wherein the plurality of devices are further for establishing the measured amount of delay by comparing audio or video samples derived from the plurality of devices linked to the game server by comparing samples to archived audio or video files of the broadcast.
 36. The game server as claimed in claim 35 wherein adjustment of the measured amount of delay results in synchronization of receipt of a television signal of the broadcast and presentation of game-related data on the plurality of devices.
 37. The game server as claimed in claim 1 wherein the plurality of devices are further for determining a shortest delay for participants and applying the one or more lockout signals to the participants based on the shortest delay within a cohort.
 38. The game server as claimed in claim 1 wherein participants in a cohort comprise ad hoc or preexisting groups of friends competing in a separate competition in disparate physical locations.
 39. The game server as claimed in claim 1 wherein synchronization points are audio or video data for a broadcast residing on the game server online with the plurality of devices.
 40. The game server as claimed in claim 1 wherein participants in a cohort constitute ad hoc or existing groups of geographically dispersed friends participating in a separate game of chance or skill or other entertainment.
 41. The game server as claimed in claim 1 wherein participants in a cohort are ad hoc or previously organized groups of friends competing against each other in a separate contest.
 42. The game server as claimed in claim 41 wherein equalizing the participants comprises time stamping an amount of delay on game-related data.
 43. The game server as claimed in claim 1 wherein the plurality of devices are further for establishing the measured amount of delay through an automated system which samples an audio or video track of a satellite, cable or over the air broadcast television signal, linked to the game server, to provide information related to a precise arrival of an underlying television picture.
 44. The game server as claimed in claim 1 wherein the broadcast is stored on a digital video recorder.
 45. The game server as claimed in claim 1 wherein the plurality of devices are further for determining if there is additional processing of the broadcast increasing a total length of the delay.
 46. The game server as claimed in claim 1 wherein the delay includes a digital video recorder delay wherein a broadcast is recorded on the digital video recorder.
 47. The game server as claimed in claim 1 wherein the plurality of devices are further for establishing the measured amount of delay through an automated system which samples an audio track of a satellite or over the air broadcast signal, linked to the game server, to provide information related to a precise arrival of the broadcast.
 48. The game server as claimed in claim 1 wherein the plurality of devices are further for equalizing a set of cohorts comprising time stamping the measured amount of delay on a game lock out signal, imposing the measured amount of delay on an entire game data stream and sending game control data to the plurality of devices in the cohort at the same time relative to receipt of the broadcast.
 49. The game server as claimed in claim 48 wherein client software delays presentation of game data based on a precise time of reception of the broadcast by the cohort.
 50. The game server as claimed in claim 1 wherein a client used in connection with viewing a time shifted telecast of a previously recorded program utilizes automatic content recognition to synchronize pre-produced game data files to precisely synchronize the pre-produced game data files with the recorded telecast.
 51. The game server as claimed in claim 1 wherein a client used in connection with viewing a delayed program utilizes automatic content recognition to synchronize pre-produced game data files to precisely synchronize the pre-produced game data files with the recorded telecast.
 52. The game server as claimed in claim 1 wherein the broadcast and the game of skill or chance or other entertainment are presented on a same screen.
 53. The game server as claimed in claim 1 wherein the broadcast and the game of skill or chance or other entertainment are presented on different screens.
 54. The game server as claimed in claim 1 further comprising electronics for receiving and displaying the broadcast on a first screen and providing control information to a second screen.
 55. The game server as claimed in claim 1 wherein at least one of the one or more lockout signals is generated by an observer physically present at an event utilizing a device coupled to the game server via a cellular connection.
 56. The game server as claimed in claim 1 wherein at least one of the one or more lockout signals is generated by an observer physically present at an event utilizing a device coupled to the game server via a web connection.
 57. The game server as claimed in claim 1 wherein at least one of the one or more lockout signals is based on information from an observer physically present at an event.
 58. The game server as claimed in claim 1 wherein each of the cohorts receives the broadcast delivered by similar transmission and reception systems.
 59. The game server as claimed in claim 1 wherein each of the cohorts is grouped based on a time zone in which the mobile device is located.
 60. The game server as claimed in claim 1 wherein each of the cohorts includes at least two mobile devices in the same time zone.
 61. The game server as claimed in claim 1 wherein each of the cohorts is based on the devices receiving a signal for a common event.
 62. The game server as claimed in claim 1 wherein an earliest arriving signal by a member of the cohort is used to determine the appropriate time for the lockout signal for the cohort.
 63. The game server as claimed in claim 62 wherein selection of the earliest arriving signal is from a group consisting of an over-the-air network, a cable network, a satellite network or one or more streamed signals.
 64. The game server as claimed in claim 1 wherein a reward is given to a winner of the game of skill or chance or other entertainment.
 65. The game server as claimed in claim 10 wherein the one or more lockout signals are sent at appropriate times to optionally prevent users from submitting the response to the game of skill or chance or other entertainment, wherein determining the appropriate time includes utilizing a person in physical attendance at a location corresponding to the broadcast.
 66. The game server as claimed in claim 10 wherein the one or more lockout signals are sent at appropriate times to optionally prevent users from submitting the response to the game of skill or chance or other entertainment, wherein determining the appropriate time includes utilizing a live data feed originating from a venue of the televised sports event.
 67. The game server as claimed in claim 65 wherein the location comprises a physical venue for an event included in the broadcast.
 68. The game server as claimed in claim 67 wherein the person observes the event at the physical venue and is in communication with one or more producers of the game of skill or chance or other entertainment.
 69. The game server as claimed in claim 67 wherein a live data feed originating from the physical venue is utilized to determine the appropriate time.
 70. The game server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals occurs immediately before competitors are able to see a play unfold.
 71. The game server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals occurs immediately before competitors are able to see or hear relevant live action unfold.
 72. The game server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals occurs immediately before a scoring chance in an event.
 73. The game server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals involves an in-progress play, not during a stoppage, and preventing submitting the response before a critical element of the in-progress play unfolds.
 74. The game server as claimed in claim 1 wherein the one or more lockout signals are able to apply for a limited amount of time and then removed permitting user input after the lockout signal is removed.
 75. The game server as claimed in claim 74 wherein the one or more lockout signals are able to be initiated before a scoring chance in the game of skill or chance or other entertainment and additional user input is allowed after the scoring chance is resolved.
 76. The game server as claimed in claim 75 wherein the additional user input is allowed at same odds as before the lockout signal.
 77. The game server as claimed in claim 75 wherein the additional user input is allowed at different odds than before the lockout signal.
 78. The game server as claimed in claim 1 wherein the one or more lockout signals are able to apply for an action lasting a limited amount of time.
 79. The game server as claimed in claim 1 wherein sending the one or more lockout signals comprises sending multiple lockout signals.
 80. The game server as claimed in claim 1 wherein the measured amount of delay is based on latency of video signals received by a producer producing the one or more real-time games of skill or chance or other entertainment.
 81. A game server comprising: a. a memory for storing an application, the application configured for: i. communicating with a plurality of devices grouped into a set of cohorts, wherein each cohort constitutes participants in one or more real-time games of skill or chance or other entertainment; ii. storing one or more files related to the one or more real-time games of skill or chance or other entertainment; iii. simultaneously transmitting the one or more files to each of the devices within a cohort, wherein the devices within the cohort receive a broadcast of one or more televised sports events with a plurality of latencies; and iv. sending one or more lockout signals at one or more appropriate times based on a measured amount of delay to prevent users from submitting a response to the real-time game of skill or chance or other entertainment, wherein a first cohort of the set of cohorts is watching a first televised sports event, and a second cohort of the set of cohorts is watching a second televised sports event; and b. a processor for processing the application.
 82. The game server as claimed in claim 81 wherein the game of skill or chance or other entertainment is synchronized with the first televised sports event for the first cohort and with the second televised sports event for the second cohort.
 83. The game server as claimed in claim 82 wherein questions are displayed at precise times before, during and after commercials or pauses in the first televised sports event sent to the devices in the first cohort in synchronization with the first televised sports event and questions are displayed at precise times before, during and after commercials or pauses in the second televised sports event sent to the devices in the second cohort in synchronization with the second televised sports event.
 84. The game server as claimed in claim 82 wherein synchronizing comprises sending a signal at a predetermined time.
 85. The game server as claimed in claim 82 wherein the one or more files comprise pre-produced data files.
 86. The game server as claimed in claim 81 wherein an earliest lockout signal required to prevent participants receiving the earliest broadcast signal on the plurality of devices is utilized for equalizing locking out all devices within a cohort receiving the broadcast later.
 87. The game server as claimed in claim 81 wherein the plurality of devices are further for establishing the measured amount of delay by comparing audio or video samples derived from the plurality of devices linked to the game server by comparing samples to archived audio or video files of the broadcast.
 88. The game server as claimed in claim 87 wherein adjustment of the measured amount of delay results in synchronization of receipt of a television signal of the broadcast and presentation of game-related data on the plurality of devices.
 89. The game server as claimed in claim 81 wherein the plurality of devices are further for determining a shortest delay for participants and applying the one or more lockout signals to the participants based on the shortest delay with a cohort.
 90. The game server as claimed in claim 81 wherein participants in a cohort constitute ad hoc or existing groups of geographically dispersed friends participating in a separate game of chance or skill or other entertainment.
 91. The game server as claimed in claim 81 wherein the broadcast and the game of skill or chance or other entertainment are presented on a same screen.
 92. The game server as claimed in claim 81 wherein the broadcast and the game of skill or chance or other entertainment are presented on different screens.
 93. The game server as claimed in claim 81 wherein at least one of the one of more lockout signals is generated by an observer physically present at an event utilizing a device coupled to the game server via a cellular connection.
 94. The game server as claimed in claim 81 wherein at least one of the one or more lockout signals is generated by an observer physically present at an event utilizing a device coupled to the game server via a web connection.
 95. The game server as claimed in claim 81 wherein at least one of the one or more lockout signals is based on information from an observer physically present at an event.
 96. The game server as claimed in claim 81 wherein the one or more lockout signals are sent at appropriate times to optionally prevent users from submitting the response to the game of skill or chance or other entertainment, wherein determining the appropriate time includes utilizing a person in physical attendance at a location corresponding to the broadcast.
 97. The game server as claimed in claim 81 wherein the one or more lockout signals are sent at appropriate times to optionally prevent users from submitting the response to the game of skill or chance or other entertainment, wherein determining the appropriate time includes utilizing a live data feed originating from a venue of the televised sports event.
 98. The game server as claimed in claim 96 wherein the location comprises a physical venue for an event.
 99. The game server as claimed in claim 98 wherein the person observes the event at the physical venue and is in communication with one or more producers of the game of skill or chance or other entertainment.
 100. The game server as claimed in claim 98 wherein a live data feed originating from the physical venue is utilized to determine the appropriate time.
 101. The game server as claimed in claim 81 wherein the appropriate time for the lockout signal occurs immediately before competitors are able to see a play unfold.
 102. The game server as claimed in claim 81 wherein the appropriate time for the one or more lockout signals occurs immediately before competitors are able to see or hear relevant live action unfold.
 103. The game server as claimed in claim 81 wherein the appropriate time for the one or more lockout signals occurs immediately before a scoring chance in an event.
 104. The game server as claimed in claim 81 wherein the appropriate time for the one or more lockout signals involves an in-progress play, not during a stoppage, and preventing submitting the response before a critical element of the in-progress play unfolds.
 105. The game server as claimed in claim 81 wherein the one or more lockout signals are able to apply for a limited amount of time and then removed permitting user input after the lockout signal is removed.
 106. The game server as claimed in claim 105 wherein the one or more lockout signals are able to be initiated before a scoring chance in the game of skill or chance or other entertainment and additional user input is allowed after the scoring chance is resolved.
 107. The game server as claimed in claim 106 wherein the additional user input is allowed at same odds as before the lockout signal.
 108. The game server as claimed in claim 106 wherein the additional user input is allowed at different odds than before the lockout signal.
 109. The game server as claimed in claim 81 wherein the one or more lockout signals are able to apply for an action lasting a limited amount of time.
 110. The game server as claimed in claim 81 wherein sending the one or more lockout signals comprises sending multiple lockout signals.
 111. The game server as claimed in claim 81 wherein the measured amount of delay is based on latency of video signals received by a producer producing the one or more real-time games of skill or chance or other entertainment. 